kouli2fraiz 12 Posted May 5, 2016 Situation Multiplayer mission where player are receiving orders from papa bear and a heli pilot in chat. The problem When papa bear is talking in chat, the host of the session is seeing "Papa bear : msg" and the rest of the players see "Alpha 1-3 : msg" There is no Alpha 1-3 squad only 1 named "Papa Bear", I did everything I found on the internet for renaming a squad, even using modules. Next problem = I want the heli pilot to talk when the heli enter a trigger. On act heliD say"ETA"; heliD vehicleChat "ETA is three minutes" not working but heliD say"ETA"; heliD sideChat "ETA is three minutes" is working... Share this post Link to post Share on other sites
davidoss 550 Posted May 6, 2016 Solution for your problem is very easy. Place a unit somewhere with variable name >hq_logic_papa< and give in his init this allowDamage false; this disableAI "MOVE"; this enableSimulation false; this setGroupId ["PAPABEAR"]; this hideObject true; You should use sideRadio instead say and chat. [hq_logic_papa, "do_assault"] remoteExec ["sideRadio", WEST, false]; Where "do_assault" is defined in description.ext: class CfgRadio { sounds[] = {do_assault}; class do_assault { name = "do_assault"; sound[] = {"@a3\dubbing_f_beta\showcase_combined_arms\20_Start_Assault\showcase_combined_arms_20_start_assault_BHQ_0.ogg", db, 1.0}; //say trough radio title = "Commence the assault!!"; // side chat }; }; Share this post Link to post Share on other sites
kouli2fraiz 12 Posted May 6, 2016 Ok and if I want to have the sound at the same moment ? Like Papa Bear actually talking "Drone" is the message defined in CfgSounds (playSound "Drone"; is working) class CfgRadio { sounds[] = {Drone}; class Drone { name = "Drone"; sound[] = {"sound\Drone.ogg", db, 1.0}; //say trough radio title = "Alpha this is PapaBear, the drone is currently above you and watching the area, over."; // side chat }; }; Should I add [hq_logic_papa, "Drone"] remoteExec ["sideRadio", WEST, false]; playSound "Drone"; Also how do I change the 2nd value here, (I assume it's the volume) {"sound\Drone.ogg", db, 1.0}; Share this post Link to post Share on other sites
R3vo 2652 Posted May 6, 2016 [hq_logic_papa, "Drone"] remoteExec ["sideRadio", WEST, false]; "Drone" remoteExec ["playSound",WEST,false]; Also how do I change the 2nd value here, (I assume it's the volume) Not sure what you mean, just edit the value inside the description.ext Share this post Link to post Share on other sites
kouli2fraiz 12 Posted May 6, 2016 Yes I meant it's sound[] = {"sound\Drone.ogg", db, 1.0}; do I put something like sound[] = {"sound\Drone.ogg", 25, 1.0}; to make it 25x louder ? Share this post Link to post Share on other sites
kouli2fraiz 12 Posted May 6, 2016 Also, do you know how I make a unit speak in "direct chat" ? In the official campain when there is some AI speaking next to you their words appears in the chat in white and you don't see their radio indicative but their names. I'm not sure if you see what I mean but I tried a lot of things and I couldnt get it working. Share this post Link to post Share on other sites
R3vo 2652 Posted May 6, 2016 BIS is using a more advanced system which will show undertitles syncronised with the voice acting. I wrote a function a while ago which makes dialogues a little bit easier. Maybe that helps, feel free to check out the code. https://forums.bistudio.com/topic/187118-release-simple-conversation-script/ Share this post Link to post Share on other sites
kouli2fraiz 12 Posted May 6, 2016 I checked your script and I think it's well made, but not exactly what I need ;p I want the dialog to appear in the chat box, bottom left corner by default, but not as side chat but as "direct channel" (example: when you speak in multiplayer using the direct channel) Share this post Link to post Share on other sites